This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/geometry/intern/mesh_to_volume.cc
Hans Goudey 0ea282f746 Geometry Nodes: Only calculate mesh to volume bounds when necessary
In "size" voxel resolution mode, calculating the bounds of the mesh to
volume node's input mesh isn't necessary. For high poly this can take
a few milliseconds, so this commit skips the calculation unless we need
it for the "Amount" mode.

Differential Revision: https://developer.blender.org/D15324
2022-06-29 12:28:08 -05:00

173 lines
6.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BKE_mesh_runtime.h"
#include "BKE_volume.h"
#include "GEO_mesh_to_volume.hh"
#ifdef WITH_OPENVDB
# include <openvdb/openvdb.h>
# include <openvdb/tools/GridTransformer.h>
# include <openvdb/tools/VolumeToMesh.h>
namespace blender::geometry {
/* This class follows the MeshDataAdapter interface from openvdb. */
class OpenVDBMeshAdapter {
private:
Span<MVert> vertices_;
Span<MLoop> loops_;
Span<MLoopTri> looptris_;
float4x4 transform_;
public:
OpenVDBMeshAdapter(const Mesh &mesh, float4x4 transform);
size_t polygonCount() const;
size_t pointCount() const;
size_t vertexCount(size_t UNUSED(polygon_index)) const;
void getIndexSpacePoint(size_t polygon_index, size_t vertex_index, openvdb::Vec3d &pos) const;
};
OpenVDBMeshAdapter::OpenVDBMeshAdapter(const Mesh &mesh, float4x4 transform)
: vertices_(mesh.mvert, mesh.totvert), loops_(mesh.mloop, mesh.totloop), transform_(transform)
{
/* This only updates a cache and can be considered to be logically const. */
const MLoopTri *looptris = BKE_mesh_runtime_looptri_ensure(&mesh);
const int looptris_len = BKE_mesh_runtime_looptri_len(&mesh);
looptris_ = Span(looptris, looptris_len);
}
size_t OpenVDBMeshAdapter::polygonCount() const
{
return static_cast<size_t>(looptris_.size());
}
size_t OpenVDBMeshAdapter::pointCount() const
{
return static_cast<size_t>(vertices_.size());
}
size_t OpenVDBMeshAdapter::vertexCount(size_t UNUSED(polygon_index)) const
{
/* All polygons are triangles. */
return 3;
}
void OpenVDBMeshAdapter::getIndexSpacePoint(size_t polygon_index,
size_t vertex_index,
openvdb::Vec3d &pos) const
{
const MLoopTri &looptri = looptris_[polygon_index];
const MVert &vertex = vertices_[loops_[looptri.tri[vertex_index]].v];
const float3 transformed_co = transform_ * float3(vertex.co);
pos = &transformed_co.x;
}
float volume_compute_voxel_size(const Depsgraph *depsgraph,
FunctionRef<void(float3 &r_min, float3 &r_max)> bounds_fn,
const MeshToVolumeResolution res,
const float exterior_band_width,
const float4x4 &transform)
{
const float volume_simplify = BKE_volume_simplify_factor(depsgraph);
if (volume_simplify == 0.0f) {
return 0.0f;
}
if (res.mode == MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_SIZE) {
return res.settings.voxel_size / volume_simplify;
}
if (res.settings.voxel_amount <= 0) {
return 0;
}
float3 bb_min;
float3 bb_max;
bounds_fn(bb_min, bb_max);
/* Compute the voxel size based on the desired number of voxels and the approximated bounding
* box of the volume. */
const float diagonal = math::distance(transform * bb_max, transform * bb_min);
const float approximate_volume_side_length = diagonal + exterior_band_width * 2.0f;
const float voxel_size = approximate_volume_side_length / res.settings.voxel_amount /
volume_simplify;
return voxel_size;
}
static openvdb::FloatGrid::Ptr mesh_to_volume_grid(const Mesh *mesh,
const float4x4 &mesh_to_volume_space_transform,
const float voxel_size,
const bool fill_volume,
const float exterior_band_width,
const float interior_band_width,
const float density)
{
if (voxel_size == 0.0f) {
return nullptr;
}
float4x4 mesh_to_index_space_transform;
scale_m4_fl(mesh_to_index_space_transform.values, 1.0f / voxel_size);
mul_m4_m4_post(mesh_to_index_space_transform.values, mesh_to_volume_space_transform.values);
/* Better align generated grid with the source mesh. */
add_v3_fl(mesh_to_index_space_transform.values[3], -0.5f);
OpenVDBMeshAdapter mesh_adapter{*mesh, mesh_to_index_space_transform};
/* Convert the bandwidths from object in index space. */
const float exterior = MAX2(0.001f, exterior_band_width / voxel_size);
const float interior = MAX2(0.001f, interior_band_width / voxel_size);
openvdb::FloatGrid::Ptr new_grid;
if (fill_volume) {
/* Setting the interior bandwidth to FLT_MAX, will make it fill the entire volume. */
new_grid = openvdb::tools::meshToVolume<openvdb::FloatGrid>(
mesh_adapter, {}, exterior, FLT_MAX);
}
else {
new_grid = openvdb::tools::meshToVolume<openvdb::FloatGrid>(
mesh_adapter, {}, exterior, interior);
}
/* Give each grid cell a fixed density for now. */
openvdb::tools::foreach (
new_grid->beginValueOn(),
[density](const openvdb::FloatGrid::ValueOnIter &iter) { iter.setValue(density); });
return new_grid;
}
VolumeGrid *volume_grid_add_from_mesh(Volume *volume,
const StringRefNull name,
const Mesh *mesh,
const float4x4 &mesh_to_volume_space_transform,
const float voxel_size,
const bool fill_volume,
const float exterior_band_width,
const float interior_band_width,
const float density)
{
VolumeGrid *c_grid = BKE_volume_grid_add(volume, name.c_str(), VOLUME_GRID_FLOAT);
openvdb::FloatGrid::Ptr grid = openvdb::gridPtrCast<openvdb::FloatGrid>(
BKE_volume_grid_openvdb_for_write(volume, c_grid, false));
/* Generate grid from mesh */
openvdb::FloatGrid::Ptr mesh_grid = mesh_to_volume_grid(mesh,
mesh_to_volume_space_transform,
voxel_size,
fill_volume,
exterior_band_width,
interior_band_width,
density);
/* Merge the generated grid. Should be cheap because grid has just been created. */
grid->merge(*mesh_grid);
/* Set class to "Fog Volume". */
grid->setGridClass(openvdb::GRID_FOG_VOLUME);
/* Change transform so that the index space is correctly transformed to object space. */
grid->transform().postScale(voxel_size);
return c_grid;
}
} // namespace blender::geometry
#endif